mirror of https://github.com/encounter/SDL.git
events: Let arbitrary signals to simulate iOS/Android backgrounding events.
This lets you build a custom embedded device that roughly offers the "this process is going to the background NOW" semantics of SDL on a mobile device.
This commit is contained in:
parent
911bf6241b
commit
8a5a05c168
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@ -341,6 +341,8 @@ set_option(VIDEO_VIVANTE "Use Vivante EGL video driver" ${UNIX_SYS})
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dep_option(VIDEO_VULKAN "Enable Vulkan support" ON "ANDROID OR APPLE OR LINUX OR WINDOWS" OFF)
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set_option(VIDEO_KMSDRM "Use KMS DRM video driver" ${UNIX_SYS})
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dep_option(KMSDRM_SHARED "Dynamically load KMS DRM support" ON "VIDEO_KMSDRM" OFF)
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option_string(BACKGROUNDING_SIGNAL "number to use for magic backgrounding signal or 'OFF'" "OFF")
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option_string(FOREGROUNDING_SIGNAL "number to use for magic foregrounding signal or 'OFF'" "OFF")
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# TODO: We should (should we?) respect cmake's ${BUILD_SHARED_LIBS} flag here
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# The options below are for compatibility to configure's default behaviour.
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@ -384,6 +386,14 @@ else()
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endif()
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set(HAVE_ASSERTIONS ${ASSERTIONS})
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if(NOT BACKGROUNDING_SIGNAL STREQUAL "OFF")
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add_definitions("-DSDL_BACKGROUNDING_SIGNAL=${BACKGROUNDING_SIGNAL}")
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endif()
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if(NOT FOREGROUNDING_SIGNAL STREQUAL "OFF")
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add_definitions("-DSDL_FOREGROUNDING_SIGNAL=${FOREGROUNDING_SIGNAL}")
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endif()
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# Compiler option evaluation
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if(USE_GCC OR USE_CLANG)
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# Check for -Wall first, so later things can override pieces of it.
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@ -870,6 +870,8 @@ enable_sdl_dlopen
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enable_hidapi
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enable_clock_gettime
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enable_rpath
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enable_backgrounding_signal
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enable_foregrounding_signal
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enable_render_d3d
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'
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ac_precious_vars='build_alias
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@ -1627,6 +1629,12 @@ Optional Features:
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--enable-clock_gettime use clock_gettime() instead of gettimeofday() on
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UNIX [[default=yes]]
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--enable-rpath use an rpath when linking SDL [[default=yes]]
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--enable-backgrounding-signal
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number to use for magic backgrounding signal or 'no'
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[[default=no]]
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--enable-foregrounding-signal
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number to use for magic foregrounding signal or 'no'
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[[default=no]]
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--enable-render-d3d enable the Direct3D render driver [[default=yes]]
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Optional Packages:
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@ -23947,8 +23955,37 @@ fi
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}
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CheckEventSignals()
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{
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# Check whether --enable-backgrounding-signal was given.
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if test "${enable_backgrounding_signal+set}" = set; then :
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enableval=$enable_backgrounding_signal;
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else
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enable_backgrounding_signal=no
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fi
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if test x$enable_backgrounding_signal != xno; then
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EXTRA_CFLAGS="$EXTRA_CFLAGS -DSDL_BACKGROUNDING_SIGNAL=$enable_backgrounding_signal"
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fi
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# Check whether --enable-foregrounding-signal was given.
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if test "${enable_foregrounding_signal+set}" = set; then :
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enableval=$enable_foregrounding_signal;
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else
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enable_foregrounding_signal=no
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fi
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if test x$enable_foregrounding_signal != xno; then
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EXTRA_CFLAGS="$EXTRA_CFLAGS -DSDL_FOREGROUNDING_SIGNAL=$enable_foregrounding_signal"
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fi
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}
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CheckWarnAll
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CheckEventSignals
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case "$host" in
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*-*-linux*|*-*-uclinux*|*-*-gnu*|*-*-k*bsd*-gnu|*-*-bsdi*|*-*-freebsd*|*-*-dragonfly*|*-*-netbsd*|*-*-openbsd*|*-*-sysv5*|*-*-solaris*|*-*-hpux*|*-*-aix*|*-*-minix*|*-*-nto*)
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case "$host" in
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27
configure.in
27
configure.in
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@ -3344,9 +3344,34 @@ AC_HELP_STRING([--enable-rpath], [use an rpath when linking SDL [[default=yes]]]
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, enable_rpath=yes)
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}
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dnl Check if we want to use custom signals to fake iOS/Android's backgrounding
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dnl events. These could be useful if you're building a custom embedded
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dnl environment, etc, but most people don't need this.
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CheckEventSignals()
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{
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AC_ARG_ENABLE(backgrounding-signal,
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AC_HELP_STRING([--enable-backgrounding-signal], [number to use for magic backgrounding signal or 'no' [[default=no]]]),
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, enable_backgrounding_signal=no)
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if test x$enable_backgrounding_signal != xno; then
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EXTRA_CFLAGS="$EXTRA_CFLAGS -DSDL_BACKGROUNDING_SIGNAL=$enable_backgrounding_signal"
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fi
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AC_ARG_ENABLE(foregrounding-signal,
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AC_HELP_STRING([--enable-foregrounding-signal], [number to use for magic foregrounding signal or 'no' [[default=no]]]),
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, enable_foregrounding_signal=no)
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if test x$enable_foregrounding_signal != xno; then
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EXTRA_CFLAGS="$EXTRA_CFLAGS -DSDL_FOREGROUNDING_SIGNAL=$enable_foregrounding_signal"
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fi
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}
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dnl Do this on all platforms, before everything else (other things might want to override it).
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CheckWarnAll
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dnl Do this for every platform, but for some it doesn't mean anything, but better to catch it here anyhow.
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CheckEventSignals
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dnl Set up the configuration based on the host platform!
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case "$host" in
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*-*-linux*|*-*-uclinux*|*-*-gnu*|*-*-k*bsd*-gnu|*-*-bsdi*|*-*-freebsd*|*-*-dragonfly*|*-*-netbsd*|*-*-openbsd*|*-*-sysv5*|*-*-solaris*|*-*-hpux*|*-*-aix*|*-*-minix*|*-*-nto*)
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@ -3923,7 +3948,7 @@ AC_HELP_STRING([--enable-render-d3d], [enable the Direct3D render driver [[defau
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CheckDummyVideo
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CheckInputEvents
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CheckPTHREAD
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# Set up files for the timer library
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if test x$enable_timers = xyes; then
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AC_DEFINE(SDL_TIMER_UNIX, 1, [ ])
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@ -689,7 +689,7 @@ SDL_PumpEvents(void)
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}
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#endif
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SDL_SendPendingQuit(); /* in case we had a signal handler fire, etc. */
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SDL_SendPendingSignalEvents(); /* in case we had a signal handler fire, etc. */
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}
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/* Public functions */
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@ -52,7 +52,7 @@ extern int SDL_SendQuit(void);
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extern int SDL_EventsInit(void);
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extern void SDL_EventsQuit(void);
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extern void SDL_SendPendingQuit(void);
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extern void SDL_SendPendingSignalEvents(void);
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#endif /* SDL_events_c_h_ */
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@ -34,6 +34,14 @@
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static SDL_bool disable_signals = SDL_FALSE;
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static SDL_bool send_quit_pending = SDL_FALSE;
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#ifdef SDL_BACKGROUNDING_SIGNAL
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static SDL_bool send_backgrounding_pending = SDL_FALSE;
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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static SDL_bool send_foregrounding_pending = SDL_FALSE;
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#endif
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#ifdef HAVE_SIGNAL_H
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static void
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SDL_HandleSIG(int sig)
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@ -43,46 +51,81 @@ SDL_HandleSIG(int sig)
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/* Send a quit event next time the event loop pumps. */
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/* We can't send it in signal handler; malloc() might be interrupted! */
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send_quit_pending = SDL_TRUE;
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if ((sig == SIGINT) || (sig == SIGTERM)) {
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send_quit_pending = SDL_TRUE;
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}
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#ifdef SDL_BACKGROUNDING_SIGNAL
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else if (sig == SDL_BACKGROUNDING_SIGNAL) {
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send_backgrounding_pending = SDL_TRUE;
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}
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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else if (sig == SDL_FOREGROUNDING_SIGNAL) {
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send_foregrounding_pending = SDL_TRUE;
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}
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#endif
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}
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#endif /* HAVE_SIGNAL_H */
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static void
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SDL_EventSignal_Init(const int sig)
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{
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#ifdef HAVE_SIGACTION
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struct sigaction action;
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sigaction(sig, NULL, &action);
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#ifdef HAVE_SA_SIGACTION
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if ( action.sa_handler == SIG_DFL && (void (*)(int))action.sa_sigaction == SIG_DFL ) {
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#else
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if ( action.sa_handler == SIG_DFL ) {
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#endif
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action.sa_handler = SDL_HandleSIG;
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sigaction(sig, &action, NULL);
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}
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#elif HAVE_SIGNAL_H
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void (*ohandler) (int) = signal(sig, SDL_HandleSIG);
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if (ohandler != SIG_DFL) {
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signal(sig, ohandler);
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}
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#endif
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}
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static void
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SDL_EventSignal_Quit(const int sig)
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{
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#ifdef HAVE_SIGACTION
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struct sigaction action;
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sigaction(sig, NULL, &action);
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if ( action.sa_handler == SDL_HandleSIG ) {
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action.sa_handler = SIG_DFL;
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sigaction(sig, &action, NULL);
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}
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#elif HAVE_SIGNAL_H
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void (*ohandler) (int) = signal(sig, SIG_DFL);
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if (ohandler != SDL_HandleSIG) {
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signal(sig, ohandler);
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}
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#endif /* HAVE_SIGNAL_H */
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}
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/* Public functions */
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static int
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SDL_QuitInit_Internal(void)
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{
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#ifdef HAVE_SIGACTION
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struct sigaction action;
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sigaction(SIGINT, NULL, &action);
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#ifdef HAVE_SA_SIGACTION
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if ( action.sa_handler == SIG_DFL && (void (*)(int))action.sa_sigaction == SIG_DFL ) {
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#else
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if ( action.sa_handler == SIG_DFL ) {
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#endif
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action.sa_handler = SDL_HandleSIG;
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sigaction(SIGINT, &action, NULL);
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}
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sigaction(SIGTERM, NULL, &action);
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#ifdef HAVE_SA_SIGACTION
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if ( action.sa_handler == SIG_DFL && (void (*)(int))action.sa_sigaction == SIG_DFL ) {
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#else
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if ( action.sa_handler == SIG_DFL ) {
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#endif
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action.sa_handler = SDL_HandleSIG;
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sigaction(SIGTERM, &action, NULL);
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}
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#elif HAVE_SIGNAL_H
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void (*ohandler) (int);
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/* Both SIGINT and SIGTERM are translated into quit interrupts */
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ohandler = signal(SIGINT, SDL_HandleSIG);
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if (ohandler != SIG_DFL)
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signal(SIGINT, ohandler);
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ohandler = signal(SIGTERM, SDL_HandleSIG);
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if (ohandler != SIG_DFL)
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signal(SIGTERM, ohandler);
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#endif /* HAVE_SIGNAL_H */
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/* and SDL can be built to simulate iOS/Android semantics with arbitrary signals. */
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SDL_EventSignal_Init(SIGINT);
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SDL_EventSignal_Init(SIGTERM);
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#ifdef SDL_BACKGROUNDING_SIGNAL
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SDL_EventSignal_Init(SDL_BACKGROUNDING_SIGNAL);
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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SDL_EventSignal_Init(SDL_FOREGROUNDING_SIGNAL);
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#endif
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/* That's it! */
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return 0;
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static void
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SDL_QuitQuit_Internal(void)
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{
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#ifdef HAVE_SIGACTION
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struct sigaction action;
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sigaction(SIGINT, NULL, &action);
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if ( action.sa_handler == SDL_HandleSIG ) {
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action.sa_handler = SIG_DFL;
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sigaction(SIGINT, &action, NULL);
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}
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sigaction(SIGTERM, NULL, &action);
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if ( action.sa_handler == SDL_HandleSIG ) {
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action.sa_handler = SIG_DFL;
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sigaction(SIGTERM, &action, NULL);
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}
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#elif HAVE_SIGNAL_H
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void (*ohandler) (int);
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SDL_EventSignal_Quit(SIGINT);
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SDL_EventSignal_Quit(SIGTERM);
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ohandler = signal(SIGINT, SIG_DFL);
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if (ohandler != SDL_HandleSIG)
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signal(SIGINT, ohandler);
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ohandler = signal(SIGTERM, SIG_DFL);
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if (ohandler != SDL_HandleSIG)
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signal(SIGTERM, ohandler);
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#endif /* HAVE_SIGNAL_H */
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#ifdef SDL_BACKGROUNDING_SIGNAL
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SDL_EventSignal_Quit(SDL_BACKGROUNDING_SIGNAL);
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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SDL_EventSignal_Quit(SDL_FOREGROUNDING_SIGNAL);
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#endif
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}
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void
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@ -141,12 +172,26 @@ SDL_SendQuit(void)
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}
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void
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SDL_SendPendingQuit(void)
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SDL_SendPendingSignalEvents(void)
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{
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if (send_quit_pending) {
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SDL_SendQuit();
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SDL_assert(!send_quit_pending);
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}
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#ifdef SDL_BACKGROUNDING_SIGNAL
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if (send_backgrounding_pending) {
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send_backgrounding_pending = SDL_FALSE;
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SDL_OnApplicationWillResignActive();
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}
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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if (send_foregrounding_pending) {
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send_foregrounding_pending = SDL_FALSE;
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SDL_OnApplicationDidBecomeActive();
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}
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#endif
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}
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/* vi: set ts=4 sw=4 expandtab: */
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